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Guild Xp

Nashenator

New Member
<div>I found this on the official forums and learned some interesting things about how guild xp works.  As far as I know, we already knew that guilds with more people need more XP, but I like having everyone's alts in the guild as long as they play them.  The other interesting things are:</div><div>
</div><div>Apparently, through testing, people have found that raising the tax rate increases guild xp.  I don't know if we want to incorporate this into our guild leveling plan and dole out more money to individuals when they need it but jack the tax rate up?</div><div>
</div><div>Also, I read that the more people on-line at any time, the less each individual helps guild xp.  So, if half the guild is online but sitting in IC, those getting xp are doing less.  Don't think this really affects us, but good to know.</div><div>
</div><div>Also, I read that holding keeps provides xp over time, but I read nothing about bonus xp from holding a keep... so maybe holding a keep overnight isn't such a bad idea.</div><div>
</div><div>Anyways, I probably know less about this than others and would love to hear what other people have discovered about guild xp.  Personally, I'm happy we have a lot of members and think that just doing our thing and letting the guild level as it goes is great.</div><div>
</div>http://forums.warhammeronline.com/warhammer/board/message?board.id=guides&thread.id=64<div>
</div><div>-Malikar</div>
 
Nashenator said:
<div>
</div><div>Also, I read that the more people on-line at any time, the less each individual helps guild xp. &nbsp;So, if half the guild is online but sitting in IC, those getting xp are doing less. &nbsp;Don't think this really affects us, but good to know.</div><div>
</div><div>-Malikar
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</div><div>I've seen people talking about that a lot and I think it's a true statement. &nbsp;It's kind of like normal exp and how it correlates with the number of people in a party. &nbsp;Of course, if you're by yourself, you get all of the exp for whatever you killed, but if you're in a party, the more party members present, the less exp each individual get per kill. &nbsp;This loss of exp is compensated by the fact that you kill more things which results in more exp/sec. &nbsp;Guild exp works in pretty much the same process.</div><div>
</div><div>I don't think this really affects us since most of us are pretty active when we log on...except for...you guessed it, yours truly *cough* Tryden *cough* &nbsp;<3<span>
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Bleh, this is entirely too complicated... I wish it was nice and simple, I earn 1 xp, the guild gets 1 xp, with some kind of boosts to encourage playing together as a team and things like taking keeps. All this +/- crap makes my head hurt. I really don't care to get too strict about how we operate, that's really not our style, but this is certainly a topic we should study in detail as a guild. There has been a lot of talk about various things that are suppose to pertain to how fast the guild earns XP. Real numbers would be nice, but I'm guessing they are only know to the devs and may never be given to the public.&nbsp;
 
Great post Malikar. I was always curious with how this worked exactly - not that this answers it entirely, but nice to have some sort of basis to figure it out.

I don't think guild level is a huge issue (although I do want to unveil our emblem pretty bad), but a lot of the rewards are useful, especially ones like the Viper's Pit and guild cloaks that benefit all members. So finding ways to level more efficiently should definitely be part of guild discussion.
 
I agree with Krampus in pushing the tax rate higher.&nbsp; Like him, I as well have my tithes set to 100%. However, I wont advocate setting it to that level for everyone in the guild.&nbsp; But I think a push to 40% or 50% is well worth it.&nbsp; I know I was against it before, but now having experiance with it.. I dont think anyone will notice the difference.&nbsp;

Anyone else who has a issue can just pick up scavange or butchering to at the very least, sell to&nbsp;a NPC merchant to make up for it.

I would also recomend going back through the 200+ people in the guild and unless they are near and dear to someone, kicking them if they havent played for a month.&nbsp; If for some reason your going to be gone for an extended ammount of time, a person can easily make a post in the forums or otherwise notify a guild officer of a leave if its going to be for an extended ammount of time.
 
and on that topic, even if we kicked someone taking an extended leave and coming back, it's not hard to invite them back into the guild.  I wouldn't take it personally if I hadn't been on for a month, I would expect to have been kicked. Just my opinion though.<div>
</div><div>-Malikar</div>
 
Yeah, I'd say we step one is booting all the toons that have been inactive for 1 to 2 months. Step two, getting Jared down to 5 alts in the guild...
 
Lord Tryden said:
Great post Malikar. I was always curious with how this worked exactly - not that this answers it entirely, but nice to have some sort of basis to figure it out.

I don't think guild level is a huge issue (although I do want to unveil our emblem pretty bad), but a lot of the rewards are useful, especially ones like the Viper's Pit and guild cloaks that benefit all members. So finding ways to level more efficiently should definitely be part of guild discussion.
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</div><div>THEN DON'T LOG ON AND AFK MFKER!!</div>
 
i believe anyone gone for more than 2 weeks should at least post on the forums that they will be gone for set amount o time.... if after 2 weeks&nbsp; inactivity and no post then boot from guild.... like ive said before we can ALLWAYS invite them back.... im on ALOT and&nbsp; all you do is have to ask me and i will invite
 
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